Halo

Started by Corporal Hicks, Dec 10, 2006, 12:19:56 PM

Author
Halo (Read 691,602 times)

Razz

Razz

#990
Quote from: scm on Jan 18, 2010, 11:29:45 PM
Quote from: Razz on Jan 18, 2010, 07:53:36 PM
Halo 2 was awfull, horrible graphics, less exploration, weapons i felt weren't a patch on the original and the story was so-so.No where near as good as the first game.

How was there less exploration? That was the funnest for looking for easter eggs and such back in the day.
What Hudson just said, the maps were way to linear and even on the bigger maps there was little room to explore anything.

DoomRulz

DoomRulz

#991
What was there to explore in Halo? Halo wasn't open ended in the least, if that's what you're getting at.

TJ Doc

TJ Doc

#992
Both 2 and (to a lesser extent) 3 are like corridor shooters compared to Combat Evolved. Remember the "Halo" and "The Silent Cartographer" levels? They had that wonderful sense of scale that the sequels just couldn't match.

It wasn't open ended, but it was far from confined.

Razz

Razz

#993
Quote from: DoomRulz on Jan 19, 2010, 01:41:11 AM
What was there to explore in Halo? Halo wasn't open ended in the least, if that's what you're getting at.
My point is that there was this sense of wonder when you first get onto the Halo that carried over to the other levels, you had the feeling that there was so much to take in which was lost in Halo 2 aswell as 3 to a certain extent.This is just one of the problems i had with Halo 2 as well as a few other problems that prevented it from beating the original.

DoomRulz

DoomRulz

#994
Halo 2 had more action and had a faster pace. Halo was so slow by comparison, it hurt playing it after Halo 2.

Razz

Razz

#995
Quote from: DoomRulz on Jan 19, 2010, 01:59:08 AM
Halo 2 had more action and had a faster pace. Halo was so slow by comparison, it hurt playing it after Halo 2.
Right but that doesn't mean much to me if the sense of scale isn't there because of the smaller and much more linear levels, i was playing Halo for a year and a half after a bought it, can't say the same about Halo 2 or 3.

Lets hope Reach is going back to the originals roots and judging by the leak GI scans its looking just that.

SpaceMarines

SpaceMarines

#996
I liked all of them; to me, they each have a different feel, and conjure up different emotions when I think about them. They were all very effective at what they set out to do.

TJ Doc

TJ Doc

#997
How dare you have a balanced outlook on the series!

Nightmare Asylum

Nightmare Asylum

#998
I also enjoy all.

I started the series on Halo 3 (though I played two at a friends house when it came out). I loved the story so much that I bought 1 and 2. Then I purchased Wars the day it came out and preordered ODST. I'm going to preorder Reach once they announce editions/preorder promos.

Razz

Razz

#999
Ok i copied all this info from the Neogaf thread about Reach concerning new info from the latest GI magazine.

Settings/Locations

    * "Darker tone overall" - "Things aren't as bright. But we're not going for that desaturated modern war movie vide either"
    * Huge scale combat, new push on big battles
    * New perspective. removed sweeping camera shots replaced by cinematic tone, which evokes up close and personal war journalism
      Ie, airborne, shot - a ship is filming it from above, ground shots bump and jar like being held in the hands of a runner
    * Grittier cinematic sensibility extends to encompass wider character and plot development
    * Rugged and harsh wilderness filled with towering mountains and weather beaten forests
    * Not a retelling of Fall of Reach
    * "We definitely want to take a more serious approach to the franchise"
    * "We wanted to delve a little deeper into our characters themselves ... That they're not perfect - they're susceptible to damage."
    * "We're bringing some of those things back that encouraged a little more exploration, like wondering where that health pack is"
    * Set days before invasion of Reach with an advance invasion force and continues up to full blown invasion
    * Noble team investigates trouble on Reach, rebel human Insurrectionists suspected
    * Reach features various natural and artificial environments, ambient life and cultures
    * Reach transforms from living planet through stages of it's death throes and ultimate fall
    * Secret ONI hard sites, early colonist homes, gritty industrial locations, sprawling vistas featured


Gameplay

    * Health system more similar to Halo:CE than Halo 3:ODST
    * Assassinations, melee executions on unaware enemies from behind
    * Armour abilities, seeming replace equipment, each Spartan can only carry one at a time, governed by a recharging meter. Sprint and Active Camo confirmed.


Multiplayer

    * Feature parity with Halo 3

Weapons/Vehicles

    * New DMR (Designated Marksman Rifle), single shot, fits between Sniper and BR, medium to long range but still deadly at short
    * New Needler Rifle, mid range headshot weapon, combining needler (following) mechanics with more accuracy and flexibility, three hits combine and explode
    * Returning weapons include AR, Plasma Pistol, Sword, Needler, Shotgun, Sniper Rifle
    * Spike and Flame grenades removed
    * New air vehicle, the Falcon (featured in trailer)
    * Warthogs return
    * Civilian vehicles usable
    * Spirits, Covenant dropships featured in Halo:CE return


Enemies

    * "We're taking a meaner approach to the Covenant overall."
    * Covenant enemies now speak their own languages, in low guttural voices (Shakespearian fans am disappoint)
    * New enemy, Skirmishers, cunning enemies that hunt in packs, visually related to Jackals
    * Elites are back in command of Covenant forces


Engine Tech

    * Refined approach to distance and detail
    * Allows dramatically expanded number of enemies, light sources and other details
    * Described as "imposter tech"
    * Level of Detail (LOD) system allows building of bigger and more populated spaces for exploration
    * Distant objects are rendered at low poly with cheaper shaders, ie "imposters"
    * Imposter look great at distance and detail increases the closer you get to them
    * Less chance of pop-up and stippling as environmental geometry, plants, buildings, enemies or anything else can be placed into the visual field at the same extreme distances without profound hit to system performance
    * At extreme close range items can be rendered with incredible detail, ie, a wall was shown from inches away with tiny rivet features in the metal popped on the screen with perfect clarity
    * Imposter system indirectly frees up memory which can be devoted to other technical aspects
    * Lighting being one of those aspects
    * From Halo 3's 3 or 4 light sources, Reach's engine presents 20 to 40 dynamic lights at the same time
    * Weapon effects benefit greatly from the improved lighting, ie Plasma bolts moving across the screen with their own independent light source, casting colour and shadow across the environment
    * More improved lighting examples, a Warthog gun firing at a wall with hundred of real sparks flying from the stone, the particles interact not just with the wall geometry, but with it's normal map additionally, the particles scatter down onto a nearby vehicle and react with its curves and lines, the sparks bounce and flow along the tiny textured surface
    * New weather system bringing rain to many missions, adding to the atmosphere
    * The sky is no longer a sky-box like past Halo games, it's a true space in the overall environment, ie a ship descends from orbit and towards you, you can watch it make the full descent as a real object would fall
    * Motion capture heavily implemented, a majority of the cut-scenes based on captured actions
    * On-screen characters exhibit an animation technique known as variable gait blending, when a character changes speed, ie walking to running and vice versa, the animation of walking blends seamlessly into running and then sprinting, also, when turning on a pivot, players no longer stay still and magically turn in a circle, they realistically move around the pivot with their bodies and lifting their feet in reaction
    * Bungie hired company Image Metrics to aid with human faces, which now appear dramatically more lifelike than Halo's traditional potato faces


Lone Wolf/Main Character

    * Impressive list of combat record accomplishments
    * Strikes out more often than his superiors might like
    * "Background shrouded in some pretty dark secrets"


Noble Team

    * Spartan III's, except Jorge-052 (II)
    * Keep surviving suicide missions
    * When one members goes MIA, another is brought in
    * Carter-259 leader, Kat-320 second in command, both original team veterans and share a bond (ie they have never been replaced in Noble Team)
    * Jorge-052 is the only Spartan II on the team. the bigger, bulkier heavy weapons specialist and has survived countless battles
    * Emile-239, skull helmet wearing silent type, let's his actions speak for him
    * Jun-266, thoughtful, taciturn sniping soldier

TJ Doc

TJ Doc

#1000
Wow, thanks for typing all that up.  :)

It all looks very promising. Can't wait to play through the "sprawling vista"-type levels (a la Combat Evolved)!

scm

scm

#1001
Quote from: TJ Doc on Jan 19, 2010, 01:54:51 AM
Both 2 and (to a lesser extent) 3 are like corridor shooters compared to Combat Evolved. Remember the "Halo" and "The Silent Cartographer" levels? They had that wonderful sense of scale that the sequels just couldn't match.

It wasn't open ended, but it was far from confined.

I agree about 3 but in 2 if you really wanted to it was easy to explore considering how huge the levels were and if you knew how to get out of them. Like delta halo and others.

Razz

Razz

#1002
Quote from: TJ Doc on Jan 19, 2010, 11:07:44 PM
Wow, thanks for typing all that up.  :)
Who said i did? :P

TJ Doc

TJ Doc

#1003
*re-reads start of Razz's post*

Well fu#k you, then.  :P

Razz

Razz

#1004
Screenshots here.





























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